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The Book of Dzu-Teh

dnutt99

Well-known member
The Book of Dzu-Teh
Thaelenk Tundra -
Glacier Mountains, Ice and Snow Pack with Snow Hunters


bXpSZ7O.jpg
Spoiler Alert!
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: In the vast wasteland of the northern tundra Thaelenk, lays a great Jandarian stronghold. Few have ever tried to oppose it. None have even succeeded in making it to the fortress doors; for in that frozen, desolate land dwell the wild Dzu-Teh. The ivory fur that covers these beasts not only serves to shield them from the harsh cold, but also hides them from the sight of their enemies in that immense snow-driven terrain. The Dzu-Teh have become masters at using the glacial peaks jutting from the landscape to ambush any that trespass on their land. But for reasons unknown even to Jandar himself, the Dzu-Teh are fiercely loyal to him and have never challenged any troops bearing his colors. (Hasbro)
_________________________________________________________________


-Rulings and Clarifications-
- GLACIER TRAVERSE : Proper Movement
Can a Dzu-Teh Glacier Traverse across several Glacier Mountains in one turn if they are all connected?
No, the wording of the power states “any unoccupied space adjacent to that Glacier Mountain”. You can only Glacier Traverse across one mountain per move. (Hasbro FAQ)

- GLACIER TRAVERSE : Engagement Rules
If a Dzu-Teh is engaged to an opponent’s figure, and uses Glacier Traverse to leave the engagement, is it subject to a passing swipe?
Yes, the Dzu-Teh would still take a passing swipe from the figure it was engaged with. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-


Synergy Benefits Received
- SIR GILBERT : Jandar’s Dispatch
As a Squad that follows Jandar, Dzu-Teh figures may benefit from Sir Gilbert's JANDAR'S DISPATCH movement bonus.
Synergy Benefits Offered
- N/A

C3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________
-Strategy, Tactics and Tips-
- TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Power Rankings

Jexik: Dzu-Teh- The Dzu-Teh can deal decent damage, though their uses outside an ice map are limited. C-

OEAO: C-

Cleon: Tier 4 (158/208)

dok (VC inclusive): C+

Master Index
MKSentinel said:



Unit Strategy Review
 
Last edited by a moderator:
MKSentinel said:
Power Ranking
Dzu-Teh- Efficient for their points, the Dzu-Teh can deal decent damage, though their uses outside an ice map are limited. C+


Other Threads
Dzu-Teh
http://heroscapers.com/community/showthread.php?t=7473

I really think their power ranking is too low. On an ice map (the only map they should be played on, in my opinion) they deserve a B+ at least. These are not figures for pre-made armies or tournaments unless you have seen the map and it is mostly snow/ice. They are draft figures for ice maps, period.
 
jcb231 said:
MKSentinel said:
Power Ranking
Dzu-Teh- Efficient for their points, the Dzu-Teh can deal decent damage, though their uses outside an ice map are limited. C+


Other Threads
Dzu-Teh
http://heroscapers.com/community/showthread.php?t=7473

I really think their power ranking is too low. On an ice map (the only map they should be played on, in my opinion) they deserve a B+ at least. These are not figures for pre-made armies or tournaments unless you have seen the map and it is mostly snow/ice. They are draft figures for ice maps, period.
I think taking that into account is a good idea for the rankings. If you're only playing figures on maps that benefit them, then you should give everyone a grade boost. C+ is fine for the Dzu-Teh.
 
Again, as I said on the Obsidian Guards thread, Spider Poison designated the rankings, and I believe did so with versatility in mind. A squad that is only useful on one terrain type is not all that great. Look at figures like NERAK and BRUNAK that are better on specialized terrain, but are still viable choices on standard boards.

The ranking I think reflects the OVERALL effectiveness of the piece.

Adam
 
NecroBlade said:
jcb231 said:
MKSentinel said:
Power Ranking
Dzu-Teh- Efficient for their points, the Dzu-Teh can deal decent damage, though their uses outside an ice map are limited. C+


Other Threads
Dzu-Teh
http://heroscapers.com/community/showthread.php?t=7473

I really think their power ranking is too low. On an ice map (the only map they should be played on, in my opinion) they deserve a B+ at least. These are not figures for pre-made armies or tournaments unless you have seen the map and it is mostly snow/ice. They are draft figures for ice maps, period.
I think taking that into account is a good idea for the rankings. If you're only playing figures on maps that benefit them, then you should give everyone a grade boost. C+ is fine for the Dzu-Teh.

I still disagree. Dzu-tehs and Obsidians are terrain-specific figures, and should not be graded off of their terrain. Sure other figures have situations in which they are more effective than others, but there are no figures in the game other than Dzu-tehs and Obsidians that are truly tied to one terrain type or map layout to the same extent. Grading them off of that terrain seems silly to me.

I guess, bottom line, it bothers me that people bash specialists. Dzu-tehs are good at what they do (fight on snow and ice), and good at nothing else. That doesn't make them average or poor.
 
But being TERRAIN specific is a disadvantage...

How many armies can you build with Dzu Teh? Would you ever play it without snow on the ground? I would say NO. Therefor the DISADVANTAGE of being terrain specific earns it a lesser rating.

If I am going to grade Dzu Teh for snow only then we should grade all the other figures with a separate snow ranking...or how about lava...or boards that favor melee. Heck a lot of units would be MUCH better on melee favoring boards.

I agree with you that the figures are better in specific scenarios, but most of the time they gather dust...so as a WHOLE they are not that great...

Adam
 
That might be interesting to make terrain specific (lava, snow and ice, castle, road) rankings - though mostly maps are not an abundance of one terrain and the number of figures that wouldn't be largely changed in their rankings based on terrain would probably make it a lot of work for little pay off.
As it is, I believe Spider's rankings are meant to be for competitive armies (i.e. tournament armies). If you're looking for casual play (can still be competitive, but not exactly tourney worthy), then the ratings of terrain specific units like these guys and the Obsidians would go up.
But if you're going for tourney worthy, like Spider is, I believe, the lower ratings make sense.
 
So tonight I played two squads of Dzu-Teh. I had this question:
If I have all my Dzu-Teh adjacent to glaciers, can all of them glacial traverse during a squad's activation?
I know there are only three to a squad, but the cards says "any or all Dzu-Teh you control".

Whattaya think? Have I had one too many Mojitos?
 
Hex_Enduction_Hour said:
So tonight I played two squads of Dzu-Teh. I had this question:
If I have all my Dzu-Teh adjacent to glaciers, can all of them glacial traverse during a squad's activation?
I know there are only three to a squad, but the cards says "any or all Dzu-Teh you control".

Whattaya think? Have I had one too many Mojitos?

The card says "any or all you control each turn", and since you can only control 3 a turn, it would mean only 3. But that was a good question, had me intrigued
 
jcb231 said:
MKSentinel said:
Power Ranking
Dzu-Teh- Efficient for their points, the Dzu-Teh can deal decent damage, though their uses outside an ice map are limited. C+


Other Threads
Dzu-Teh
http://heroscapers.com/community/showthread.php?t=7473

I really think their power ranking is too low. On an ice map (the only map they should be played on, in my opinion) they deserve a B+ at least. These are not figures for pre-made armies or tournaments unless you have seen the map and it is mostly snow/ice. They are draft figures for ice maps, period.

They do have a nice attack, though. If you want the opposite of Tarns/Knights with 4/3 attack/defense, they aren't bad.
 
gamjuven said:
Hex_Enduction_Hour said:
So tonight I played two squads of Dzu-Teh. I had this question:
If I have all my Dzu-Teh adjacent to glaciers, can all of them glacial traverse during a squad's activation?
I know there are only three to a squad, but the cards says "any or all Dzu-Teh you control".

Whattaya think? Have I had one too many Mojitos?

The card says "any or all you control each turn", and since you can only control 3 a turn, it would mean only 3. But that was a good question, had me intrigued

The official answer to a similar Shades of Bleakewood question confirmed that you may roll for Possession for all Shades you control, even if you have 30 of them! That seems to set a precedent here. Also, the card could have said, "for any or all Dzu-Teh you activate" but it didn't.

Still, the spirit of the game suggests you are limited to those three you activate. I believe the official ruling will be "all of them" but that people will probably play allowing just the three (which is what I've always done before reading this post).
 
gamjuven said:
Hex_Enduction_Hour said:
So tonight I played two squads of Dzu-Teh. I had this question:
If I have all my Dzu-Teh adjacent to glaciers, can all of them glacial traverse during a squad's activation?
I know there are only three to a squad, but the cards says "any or all Dzu-Teh you control".

Whattaya think? Have I had one too many Mojitos?

The card says "any or all you control each turn", and since you can only control 3 a turn, it would mean only 3. But that was a good question, had me intrigued

Ah, I should have continued my quote a little further. Would help me see the light. Thanks, Gamjuven.

Taeblewalker said:
Still, the spirit of the game suggests you are limited to those three you activate. I believe the official ruling will be "all of them" but that people will probably play allowing just the three (which is what I've always done before reading this post).
I think it would be sheer awesome to Glacier Traverse with ALL Dzu-Teh adjacent to glaciers and in the spirit of having a substantial-sized army of one common unit, but I think it'll just be three Dzu-Teh.
 
Taeblewalker said:
gamjuven said:
Hex_Enduction_Hour said:
So tonight I played two squads of Dzu-Teh. I had this question:
If I have all my Dzu-Teh adjacent to glaciers, can all of them glacial traverse during a squad's activation?
I know there are only three to a squad, but the cards says "any or all Dzu-Teh you control".

Whattaya think? Have I had one too many Mojitos?

The card says "any or all you control each turn", and since you can only control 3 a turn, it would mean only 3. But that was a good question, had me intrigued

The official answer to a similar Shades of Bleakewood question confirmed that you may roll for Possession for all Shades you control, even if you have 30 of them! That seems to set a precedent here. Also, the card could have said, "for any or all Dzu-Teh you activate" but it didn't.

Still, the spirit of the game suggests you are limited to those three you activate. I believe the official ruling will be "all of them" but that people will probably play allowing just the three (which is what I've always done before reading this post).

I think the reason in this instance that it says "any or all" is to make sure it's not thought to be an "all or none" type of situation... i.e. just because all of your Dzu-teh are next to glaciers doesn't mean they all have to Glacier traverse, some of them may walk instead.
 
I like how these sort of questions arise because of selective quoting.

Notice this stipulation in the power's wording:

the Dzu-Teh may Glacier Traverse instead of moving normally.

Since only 3 Dzu-Teh are allowed to move normally on the turn, only 3 of them are able to Glacier Traverse.
 
I had a weird idea that i can't believe i haven't thought about or seen mentioned before. Ok, the Largest Glacier is 12 height right, well if you placed it next to a castle without the battlements then couldn't the Dzu-teh move up the castle wall to the ground and vice versa because the castle wall space would be 11 height and still adjacent to the glacier.
that would make for some interesting games!
 
Jandars_Hope said:
I had a weird idea that i can't believe i haven't thought about or seen mentioned before. Ok, the Largest Glacier is 12 height right, well if you placed it next to a castle without the battlements then couldn't the Dzu-teh move up the castle wall to the ground and vice versa because the castle wall space would be 11 height and still adjacent to the glacier.
that would make for some interesting games!

Probably did this the very first castle map I ever built. :D

Lava rivers for the Moltarns to use are fun as well.
 
Eclipse said:
Jandars_Hope said:
I had a weird idea that i can't believe i haven't thought about or seen mentioned before. Ok, the Largest Glacier is 12 height right, well if you placed it next to a castle without the battlements then couldn't the Dzu-teh move up the castle wall to the ground and vice versa because the castle wall space would be 11 height and still adjacent to the glacier.
that would make for some interesting games!

Probably did this the very first castle map I ever built. :D

Lava rivers for the Moltarns to use are fun as well.
I probably didn't think of it because i rarely use the Glaciers - i try to make quick maps and only end up using the trees and grass hexes. :oops:
 
Jandars_Hope said:
I probably didn't think of it because i rarely use the Glaciers - i try to make quick maps and only end up using the trees and grass hexes. :oops:

Terrain is a wonderful thing. Use it! :D

And because I'm a blatant showoff, here's a map designed specifically to allow the Dzu-Teh to get inside in two turns. I need to redesign that though, as my first scenario disallowed flying. I've since embraced the idea that the walls can be ignored by certain troops, and the whole thing works well except the snow section.

http://www.heroscapers.com/community/showthread.php?p=164804#178759
 
Jandars_Hope said:
I had a weird idea that i can't believe i haven't thought about or seen mentioned before. Ok, the Largest Glacier is 12 height right, well if you placed it next to a castle without the battlements then couldn't the Dzu-teh move up the castle wall to the ground and vice versa because the castle wall space would be 11 height and still adjacent to the glacier.
that would make for some interesting games!

The tallest glacier is actually height 17. Your plan to traverse upward from ground level works just fine.
 
Hex_Enduction_Hour said:
So tonight I played two squads of Dzu-Teh. I had this question:
If I have all my Dzu-Teh adjacent to glaciers, can all of them glacial traverse during a squad's activation?
I know there are only three to a squad, but the cards says "any or all Dzu-Teh you control".

Whattaya think? Have I had one too many Mojitos?

The card says "any or all you control each turn", and since you can only control 3 a turn, it would mean only 3. But that was a good question, had me intrigued

Another way to think of it would be this: It says "instead of moving", and the other 3 can't move, so you can only Traverse with the 3 you're using.
 
Hex_Enduction_Hour said:
So tonight I played two squads of Dzu-Teh. I had this question:
If I have all my Dzu-Teh adjacent to glaciers, can all of them glacial traverse during a squad's activation?
I know there are only three to a squad, but the cards says "any or all Dzu-Teh you control".

Whattaya think? Have I had one too many Mojitos?

The card says "any or all you control each turn", and since you can only control 3 a turn, it would mean only 3. But that was a good question, had me intrigued

Another way to think of it would be this: It says "instead of moving", and the other 3 can't move, so you can only Traverse with the 3 you're using.

Rules Crew!

Is this the correct use of the Dzu-Teh? The Granite Guardians are allowed to move all figures for Gain High Ground, are the Dzu-Teh allowed to move all figures for Glaciar Traverse, or only three?
 
I'd say just three, based on the first sentence of the power.

"If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally."

You would normally only move up to three of them, so you could only Glacier Tranverse with three.
 
Hey. How do you guys pronounce their name?

We pronounce it like: Joo-Tay. We used to live in Yugoslavia and pronounced it with a Central European pronunciation (especially since they could live in the Alps.)

thoughts?
 
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